Hey, I'm still getting used to the normal mapping work flow and I'm unsure how to paint them. Here's what I want to paint: http://www.pasteall.org/pic/show.php?id=43766 It's a cupboard. Today I finished a tutorial (http://vimeo.com/26772037) on normal mapping. In the tutorial I used a single plane and made a texture for…
Hey, I wanted some advice on displacement & normal map workflow when it comes to texturing in substance painter... I wanted to apply a noise tillable to a piece of clothing in zbrush and then extract a displacement of it. Then in SP I don't want to use any normal/bump fabric texture as the clothing already has the right…
Okay I'll make this as short as possible, cause I am really sick right now but...As I was laying in bed feeling miserable I started to think about normal mapping. >Lol...I know pathetic...anyway... Why don't they make a program like zbrush where( instead of building a highpoly and using zmapper to creat a normal map for…
I've been building a wrapper around the Arnold RTT tools so they aren't shit but I'm struggling a bit with normals. I'm not very familiar with Arnold so may be missing something but I don't seem to be able to bake normals into the tangent space of my target bake mesh. The aiUtility node gives me world space normals which…
Context : I'm trying to improve a Substance Painter workflow. Adding additional height / normal details, exporting the new map then rebaking curvature and AO. The trouble is I don't rate the bakers in Painter very highly compared to Marmoset, especially the curvature baker. I tried baking my lowpoly to itself with the…
ive been reading those tutorials, there seems to be a lot i dont know. Would using Quiexel honestly be good idea for a noob like me? For the normals, i wanted to blend 2 materials in one normal map but i realize in 3d softwre i could just have seperate normal file for each material in maya. But since im doing this for…
1: To me it looks like you are still adding a little skew. If you look directly down on the mesh from the top do the cage edge loops and the mesh edgeloops line up? if not then the raycast is not perpendicular. 2: I'm guessing you are not averaging the direction of the raycast, so the raycast is following the mesh normals.…
Hello, thanks for reading :) I am having odd issues with normal casting, I have done it before and I am confused about why things are looking so weird now... I was working on a weapon and when I started Normal Mapping I ran into artifacts in Maya...When I used existing HP geo to create some of my Low Poly items, It worked…
I'm creating, let's say, mid poly trees for my game and i feel like i'm on dark side of internet right now. There are multiple tutorials and discussions about foliage and building trees but i can't find any that shows full picture. To reduce polygon count, but keep kinda nice looks i want to use baked branch with leaves…